‘Gamification’: Influencing health behaviours with games
By D. King, Felix Greaves, Christopher Exeter, Ara Darzi. Journal of the Royal Society of Medicine, 2013
333 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, General Health Professions, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/9a4d3da2afbfb9359e8538837953aec17fab3eaa
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Citations in the corpus
- Understanding factors affecting patient and public engagement and recruitment to digital health interventions: a systematic review of qualitative studies (2016, neutral): “Gamification [75], social networking applications [76] and wearable technologies [66] are currently being explored to improve the usability and social connectedness of digital health products and services and further work should explore how these can contribute to engagement and enrolment.”
- Just a Fad? Gamification in Health and Fitness Apps (2014, background): “Gamification in mobile app technology has emerged as a popular strategy, both in commercial culture and the field of academia as a means of influencing behaviors [15,16,20,21].”